1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
|
#pragma once
#include "pch.h"
#include "hooks.h"
#include "dedicated.h"
#include "dedicatedmaterialsystem.h"
#include "hookutils.h"
#include "gameutils.h"
#include "tier0.h"
#include "NSMem.h"
typedef HRESULT (*__stdcall D3D11CreateDeviceType)(
void* pAdapter,
int DriverType,
HMODULE Software,
UINT Flags,
int* pFeatureLevels,
UINT FeatureLevels,
UINT SDKVersion,
void** ppDevice,
int* pFeatureLevel,
void** ppImmediateContext);
D3D11CreateDeviceType D3D11CreateDevice;
HRESULT __stdcall D3D11CreateDeviceHook(
void* pAdapter,
int DriverType,
HMODULE Software,
UINT Flags,
int* pFeatureLevels,
UINT FeatureLevels,
UINT SDKVersion,
void** ppDevice,
int* pFeatureLevel,
void** ppImmediateContext)
{
// note: this is super duper temp pretty much just messing around with it
// does run surprisingly well on dedi for a software driver tho if you ignore the +1gb ram usage at times, seems like dedi doesn't
// really call gpu much even with renderthread still being a thing will be using this hook for actual d3d stubbing and stuff later
// atm, i think the play might be to run d3d in software, and then just stub out any calls that allocate memory/use alot of resources
// (e.g. createtexture and that sorta thing)
// note: this has been succeeded by the d3d11 and gfsdk stubs, and is only being kept around for posterity and as a fallback option
if (Tier0::CommandLine()->CheckParm("-softwared3d11"))
DriverType = 5; // D3D_DRIVER_TYPE_WARP
return D3D11CreateDevice(
pAdapter, DriverType, Software, Flags, pFeatureLevels, FeatureLevels, SDKVersion, ppDevice, pFeatureLevel, ppImmediateContext);
}
ON_DLL_LOAD_DEDI("materialsystem_dx11.dll", DedicatedServerMaterialSystem, [](HMODULE baseAddress)
{
HookEnabler hook;
ENABLER_CREATEHOOK(hook, (char*)baseAddress + 0xD9A0E, &D3D11CreateDeviceHook, reinterpret_cast<LPVOID*>(&D3D11CreateDevice));
// not using these for now since they're related to nopping renderthread/gamewindow i.e. very hard
//{
// // function that launches renderthread
// char* ptr = (char*)baseAddress + 0x87047;
// TempReadWrite rw(ptr);
//
// // make it not launch renderthread
// *ptr = (char)0x90;
// *(ptr + 1) = (char)0x90;
// *(ptr + 2) = (char)0x90;
// *(ptr + 3) = (char)0x90;
// *(ptr + 4) = (char)0x90;
// *(ptr + 5) = (char)0x90;
//}
//
//{
// // some function that waits on renderthread job
// char* ptr = (char*)baseAddress + 0x87d00;
// TempReadWrite rw(ptr);
//
// // return immediately
// *ptr = (char)0xC3;
//}
{
// CMaterialSystem::FindMaterial
// make the game always use the error material
NSMem::BytePatch((uintptr_t)baseAddress + 0x5F0F1, {0xE9, 0x34, 0x03, 0x00});
}
// previously had DisableDedicatedWindowCreation stuff here, removing for now since shit and unstable
// check commit history if needed
})
|